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Showing posts with the label Glottkin

Third time's the charm. "End Times: Archaon" has been concluded!

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The last three heroes of the final "End Times" book have arrived and are ready for a proper and stern review. Yeah... it's time to finally end this. This ET review took me more time than the actual event and that's really embarassing... kinda. Anyway here it is. The end of the "End Times: Archaon". 1. Grimgor, Incarnate of Beasts Lean, mean and green killing machine! He's big, he's bad and he's back! Everyone's favorite not-Ghazghkull plays a major role in the "End Times" and his stats and abilities reflect that nicely. Unsurprisingly Grimgor is a CQC monster with a whooping 6 Attacks, WS of 8 and Strength 6 he's a force to be reckoned with. Combine that with his special rules, like the "Best of da best" which lets him re-roll failed To Hit and To Wound hits in a challenge and you have one nasty customer. Aside from his obvious role as an ass-kicking machine, he's also a decent army buffer. "Da...

The last stand of the Incarnates. The "End Times: Archaon" is nearly finished!

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Time to finish this. This last couple days have been dead 'ard, as any Orc would say, but it all looks better now. So much better in fact, that I've decided to (almost) finish my "Archaon" review. No more screwing around. Let's jump right into it, shall we? 1. Balthasar Gelt, Incarnate of Metal "It's a kind of magic, magic, magic" (also fuck Blogger's text formatting bullshit) Balthasar Gelt is the second human Incarnate present during the "End Times" and certainly more magic oriented (duh) than Karl Franz/Sigmar reborn. For a whooping 475 points we have a flying, level 5 Lore of Metal Loremaster who is completely useless in CQC. In fact he's the weakest Incarnate in terms of combat and survivability, but that's not why you should take him. You see, Gelt's main power lies in his support spells, which the Lore of Metal is famous for as well as his signature Incarnate spell. "The Crucible" is a le...

This Is the End. Here is the first part of the "End Times: Archaon" review

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All good things must eventually come to pass. The same goes for medicore and bad things, so this is the final entry in my "End Times: Archaon" review. Ok, actually that was a lie. Because of IRL reasons I'll need to split this one into two parts. Also sorry for the delay peeps. Just got some stuff to sort out right now. Anyway, like I've said already, this isn't the last "End Times" post. There will be a summary of all new, special units available in ET and a long-ass rant about the overall quality of this thing, coupled with some thoughts on the Age of Sigmar. But first things first. Let's take a look on new special characters that "Archaon" provides us with. 1. Skarr Bloodwrath, Daemonic Lord of Khorne  He really got beefed up on red meat!  They don't even pretend anymore. Skarr Bloodwrath likes blood... like a lot. Seriously, just look at him. He carries Bloodstorm Blades and has the "Bloodborn" special rule...

The armies of the Apocalypse are here. New Formations from "End Times: Archaon"!

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We're getting closer to the end of my sort-of "End Times" review. This time I'm going to analyze new Formations, presented in "Archaon". Only two more to go folks. For this article I'll review the single new army available for the Forces of Chaos, as well as new Battlescrolls, some of which are quite interesting! 1. The Grand Legion of the Everchosen Prepare your anus So finally they've brought back the combined Chaos armies... with a Skaven twist added to them. This force let's you use every single Chaos and Rat unit available and uses the rules of Legions of Chaos from "End Times: Glottkin". That's it. Really. No special rules, no unique stuff. Just a combined army, made from four armies, but it's enough. Finally the Chaos players can fulfill their fantasies and deploy every single baddie at their disposal. This army's great, mainly because of the addition of Skaven who not only bring strong magic but ...

The doctor will see you now: witness the rules for Festus Empowered and Karl Franz Ascendant!

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Today I'm ending my impromptu review of "End Times: Glottkin". For this final article on the second ET book, I'll review both the Festus Empowered and Karl Franz Ascendant, both of whom are very interesting characters. Rules wise "Glottkin" delivered a few solid and interesting additions to the 8th edition of Warhammer Fantasy. Let's take a look at the last two special characters in the book. Are they worth their points and how good are they, when compared to the rest of unique peeps, found in the second instalment of the "End Times"? 1. Festus Empowered, The Gardener of Nurgle For 320 we essentialy get a beefed up sorcerer of Nurgle with slightly improved statline and some neat special rules. Festus is one of those characters who absolutely should be stuck into a unit, as it will benefit greatly from his special rules, these being "Regenaration" and "Poisoned Attacks" granted to him by the "Harbinger of Pestile...

All hail the great Nurgle! Beware the Lords of the Icehorn Peak

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My sort-of review of "The End Times: Glottkin" continues and today I'll present you with an article about the three Maggot Riders of Nurgle, as well as Gutrot Spume. Let's get to the rotting Meat of the Matter, shall we? "Glottkin" didn't only bring us new rules and the trio of the chosen of the Grandfather themselves, the three brothers Glott. It also presented the Warhammer players with a host of new special characters, as well as a few old ones, who got a major buff. Today we shall look at the new kids on the block, whom you really should try to avoid, least you'll catch a nasty case of cold... or worse. You have been warned 1. Orghotts Daemonspew, Chaos Lord of Nurgle Costing 430 points and raiding one of the disgusting Pox Maggoth, Orghotts Daemonspew is a nasty case of a CC specialist. Having a WS 8 with 8 attacks with +2 Strength that are poisoned, he's a force to be reckoned with and no mistake. As is the standard these day, h...

There is no cure! The "Glottkin's" special rules are here

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Yeah, yeah I know. I'm late as usual. Those new year resolutions are going down the drain. Anyway here are the "Glottkin's" special rules, and as was the case with Nagash, I'll also shed some light on the pus-ridden bastards themselves. "The End Times: Glottkin" had its premiere some time ago, and with the Skaven lurking just around the corner, I've decided to pick up the pace a bit. That's why the next two posts will be about EoT and then I'll take a break to write about something else. January looks to be quite exciting. Now let's get to it, shall we? 1. "The End Times: Glottkin" special rules  "Nagash" gave us some nice, spiffy rules for fighting underground and on a cursed ground. Meanwhile "Glottkin" goes for good, old-fashioned city fighting. I actually find it really cool, since urban combat was always more commonly assosciated with 40K. After rerading through the rules for "Streets of D...

The End Times: what went wrong? - part 2. Swearing intensifies

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The End Times are in full swing. In January of 2015 we'll find out what everyone's favorite furry race will contribute to this world-shattering event. Meanwhile I still have to finish my thoughts on the whole thing and review both "Glottkin" and "Khaine" supllements. So let's get to it. On my last post I've written about things that I didn't liked in the "Glottkin" book. There are a few of them, I'll admit that. Particualry as I'm an Empire player, many of these "revelations" irk me to no end, however they are nothing compared to the complete shitfest that is "The End Times: Khaine". Now, just as was the case with Glottkin, this won't be a review. I'm saving my full opinion on the book's mechanics and units for later. I just want to share some of my personall thoughts about the fluff and the direction that the End Times themselves are heading to. Also I won't be talking about the "...